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reflex

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Nov 19th, 2016
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  1. # -------------------------------------------------------------------- #
  2. #
  3. # Reflex: Advanced Cheat Prevention (~DarksideCode & sinnlosername)
  4. # The configuration file (config.yml)
  5. #
  6. # -------------------------------------------------------------------- #
  7. #
  8. # If you are getting false positives, please make sure
  9. # that the players who getting them aren't really hackers.
  10. #
  11. # If you are 100% sure that some checks have false positives,
  12. # please contact MeGysssTaa on SpigotMC (PM) with the video
  13. # proof of false positive and the proof that the player who
  14. # getting it is completely legit.
  15. #
  16. # If you have any questions related to this configuration,
  17. # please ask those on SpigotMC (PM). Thanks for downloading
  18. #
  19. # -------------------------------------------------------------------- #
  20.  
  21. # -------------------------------------------------------------------- #
  22. # MAIN SETTINGS
  23. # In this section, you can customize
  24. # main Reflex parts, such as ban waves,
  25. # updater, and global settings
  26. # -------------------------------------------------------------------- #
  27. global:
  28.  
  29. # You won't be able to run Reflex unless you accept it's EULA
  30. # (End User License Agreement) located at the end of the plugin overview page on SpigotMC
  31. # Replace false with true and restart server if you agree with the license
  32. accept_eula: true
  33.  
  34. # Don't touch this. This is used to auto-reset config if
  35. # it's extremely out of date and requires massive changes
  36. config_version: 1
  37.  
  38. # Amount of digits after dor in doubles/floats
  39. # E.g. if it's set to 2, then variable 3.4857835834564 will be simplified with 3.48,
  40. # if it's set to 5, it will be simplified with 3.48578. Maximal amount is 15
  41. # Decreasing this will make consistency checks stricter and calculations faster
  42. strict_mode: 2
  43.  
  44. # Required amount of moves that player should hit to be checked by some math checks
  45. required_moves: 45
  46.  
  47. # Should Reflex kick everyone from server when using /reflexreload
  48. # This may help avoid issues related to multiple Forcefield
  49. # checking entities per player
  50. kick_on_reload: true
  51.  
  52. # If set to true, Reflex will throw some TNTs out of hacker's
  53. # ass when he gets kicked using /reflexkick %player% epic <...>
  54. use_tnt: true
  55.  
  56. # The CommandSender instance Reflex should use while acting commands
  57. # from violation maps in checks. 0 = default Bukkit sender, 1 = custom Reflex sender
  58. # Enable this if you are having problems/errors with executing commands
  59. commandsender: 1
  60.  
  61. # What should Reflex do if player uses/tab-completes
  62. # a Reflex command without valid permissions for it?
  63. hide_policy:
  64.  
  65. # 0 = default command response, 1 = no response, 2 = default "Unknown command" message
  66. command: 2
  67.  
  68. # 0 = working tab-complete, 1 = no response when command is included, 2 = filter commands
  69. tab: 2
  70.  
  71. # Set this to 'true' if you want to hide /reflex command from players
  72. require_permission: true
  73.  
  74. # Auto-Updater settings
  75. updater:
  76.  
  77. # Should Reflex check for updates every 15 minutes automatically
  78. # If set to false, Reflex will check for updates only on enable
  79. # WARNING: this can LAG your server if it has a slow Internet connection or a lot of players online
  80. enabled: false
  81.  
  82. # Should Reflex disable itself if updater found a new version
  83. # WARNING: not recommended if your server has a big / average online
  84. # because you may be not online when plugin will be ready to update,
  85. # but your server will miss anticheat protection. Use on your own risk
  86. force_disable: false
  87.  
  88. # Ban waves settings
  89. ban_waves:
  90.  
  91. # Enable or disable ban waves
  92. # Ban waves is a system which bans all players who were kicked for hacking too many times before
  93. # every *delay* minutes (for example, 30) and notifies all other players about amount of banned hackers
  94. # Set this to false if you don't want Reflex to ban someone for hackinig
  95. enabled: false
  96.  
  97. # Delay between banwaves (in minutes)
  98. delay: 60
  99.  
  100. # Ban waves bans only players, who's GVL (global violation level) hit this value
  101. # GVL adds using command /reflexaddgvl (player_name) (amount)
  102. threshold: 5
  103.  
  104. # Should Reflex affect offline players (control their's GVL, ban them in ban waves, etc)
  105. # WARNING: requires an SSD and an overpowered server (with a lot of free memory)
  106. # because it will go through all the server files every minute and do some weird calculations
  107. process_offline_players: true
  108.  
  109. # Message which will sent to all players when a ban wave was happened
  110. # %BannedPlayers% means amount of players who were banned in this wave
  111. # Reflex won't show this message if there are no players banned
  112. message: '&c&lReflex&r&c » &f%BannedPlayers%&c players have been banned for &fhacking&r&c just now. Please delete all your illegal modifications to avoid ban'
  113.  
  114. # Command which will be dispatched as a ban command
  115. command: 'ban %Player% &c&lReflex&r&c » Combat hacking is not allowed'
  116.  
  117. # Should Reflex reset GVL of everyone who wasn't banned in ban wave after it happened
  118. reset_gvl: true
  119.  
  120. # -------------------------------------------------------------------- #
  121. # CHECKS CONFIGURATION
  122. # Here you can set up which commands are
  123. # going to be dispatched when player fails
  124. # certain check multiple times, customize
  125. # how the checks will act, etc.
  126. # -------------------------------------------------------------------- #
  127.  
  128. # FrontEntity check spawns an invisible entity in fron of
  129. # the player. Normally he should hit it, but if he is using
  130. # KillAura, he will hit through this entity and VL will be added
  131. frontentity:
  132.  
  133. # Enable this check?
  134. enabled: true
  135.  
  136. # Player won't be kicked if his ping is higher than this value (milliseconds)
  137. lag_ping: 235
  138.  
  139. # If set to true, then all the front entities will have
  140. # random names and UUIDs. This will prevent most of nametag
  141. # plugins from creating a nametag over invisible entity
  142. # to make it ghost for players, don't use if you have no
  143. # compatibility issues with nametag plugins
  144. nametags_compatibility: true
  145.  
  146. # If players are too close to each other, the check will be cancelled
  147. min_cancel_distance: 1.21
  148.  
  149. # If players are too far away from each other, the check will be cancelled
  150. max_cancel_distance: 8.06
  151.  
  152. # Prevent FrontEntities from moving/teleporting and make them
  153. # re-spawn if they are no longer in the line of sight
  154. # Not recommended
  155. no_movements: false
  156.  
  157. # The check will be cancelled if there are too
  158. # many entities around the player
  159. entities_to_cancel:
  160.  
  161. # In normal mode (with enabled movements)
  162. normal: 4
  163.  
  164. # In no_movements mode ('no_movements: true' over here)
  165. no_movements: 3
  166.  
  167. # Minimal difference between attacker and his target
  168. # to begin check. If the distance is less than this value,
  169. # the check will be cancelled
  170. min_diff: '2.1387D'
  171.  
  172. # Distance between player and front entity
  173. distance: '1.5143F'
  174.  
  175. # When player will do more than this amount of hits (attacks), the FrontEntity check will begin
  176. hits_to_check: 5
  177.  
  178. # Should Reflex cancel hits which cannot happen normally
  179. cancel_suspicious_combat: true
  180.  
  181. # Should Reflex damage player's main target if he will hit FrontEntity
  182. # This will help keep Reflex ghost in combat as no legit hits will be cancelled
  183. simulate_damage: true
  184.  
  185. # Commands
  186. actions:
  187. 3:
  188. - reflexaddgvl %Player% 1
  189. - reflexnotify %Player% could be combat hacking (FrontEntity) (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  190.  
  191. # KillauraCombined combines different in-combat heuristic
  192. # checks to detect any malicious PvP behaviour and stop
  193. # players from using any kind of combat hack to get advantage
  194. # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  195. # THIS CHECK IS EXPERIMENTAL AND ONLY IN DEVELOPMENT STAGE.
  196. # PLEASE INFORM US IF YOU FIND ANY FALSE POSITIVES AS SOON
  197. # AS POSSIBLE WITH AS MUCH INFO AS YOU CAN. USE ON OWN RISK
  198. killauracombined:
  199.  
  200. # Enable this check?
  201. enabled: true
  202.  
  203. # Player won't be kicked if his ping is higher than this value (milliseconds)
  204. lag_ping: 215
  205.  
  206. # Should Reflex cancel hits which cannot happen normally
  207. cancel_suspicious_combat: true
  208.  
  209. # Chance of hacking on the Aimbot check to kick (in %)
  210. # Set the number below to 100 to disable this component
  211. aimbot_chance: 90
  212.  
  213. # Chance of hacking on the Accuracy check to kick (in %)
  214. # Set the number below to 100 to disable this component
  215. accuracy_chance: 60
  216.  
  217. # Chance of hacking on the Angle check to kick (in %)
  218. # Set the number below to 100 to disable this component
  219. angle_chance: 50
  220.  
  221. # Chance of hacking on the Killaura check to kick (in %)
  222. # Set the number below to 100 to disable this component
  223. killaura_chance: 90
  224.  
  225. # Chance of hacking on the Prediction check to kick (in %)
  226. # Set the number below to 100 to disable this component
  227. prediction_chance: 95
  228.  
  229. # Enabling this will make heuristic checks stricter.
  230. # It will significantly speed them up, but could
  231. # make Reflex sometimes kick legit players too
  232. strict_mode: false
  233.  
  234. # What's the maximum amount of clicks players are allowed
  235. # to do per second? If they do more, they will be kicked
  236. max_cps: 13
  237.  
  238. # If player is clicking at the same speed for
  239. # this amount of seconds, he will be kicked
  240. constant_rate_factor: 9
  241.  
  242. # Minimal delay that player should wait (in ms) before clicking again
  243. min_click_delay: 40
  244.  
  245. # If player is clicking with low delays for a long period
  246. # of time (this amount of times in a row), he will be kicked
  247. low_delay_clicks_to_kick: 5
  248.  
  249. # Maximal allowed TDelay in attacks
  250. t_delay: 4600
  251.  
  252. # For how long time should player be checked for
  253. # suspicious clicking rate (1 second = 20 ticks)
  254. keep_thread_alive_ticks: 200
  255.  
  256. # For how long should player be checked for an Aimbot (in ticks)
  257. aimbot_time_ticks: 95
  258.  
  259. # For how long should player be checked for an Accuracy (in ticks)
  260. accuracy_time_ticks: 90
  261.  
  262. # Maximal yaw rate player is allowed to have before attacking
  263. max_yaw_rate: 32.0
  264.  
  265. # Required angle rate to attack
  266. required_rate: 0.42
  267.  
  268. # Maximal angle rate allowed before attacking
  269. suspicious_rate: 0.68
  270.  
  271. # Player's VL will be increased if his
  272. # move angle before attack seems impossible
  273. impossible_angle_increase: 2
  274.  
  275. # Angle check length (check time in rotations/moves)
  276. angle_length: 165
  277.  
  278. # If player's angle ratio goes over this value, he will be kicked
  279. angle_ratio: 96
  280.  
  281. # Turn check settings
  282. turn_borders:
  283.  
  284. # What's the minimum prediction accuracy
  285. # should player have to get checked?
  286. min: 8.99
  287.  
  288. # What's the maximum prediction accuracy
  289. # can player have to get checked?
  290. max: 10.8
  291.  
  292. # Aiming check settings
  293. aiming:
  294.  
  295. # This amount of violations will be
  296. # added if player did not pass the check
  297. increase: 4
  298.  
  299. # This amount of violations will be
  300. # removed if player has passed the check
  301. decrease: 2
  302.  
  303. # When player reaches this amount of violations
  304. # on the check, he will be kicked
  305. threshold: 19
  306.  
  307. # Hitting check settings
  308. hitting:
  309.  
  310. # This amount of violations will be
  311. # added if player did not pass the check
  312. increase: 50
  313.  
  314. # This amount of violations will be
  315. # removed if player has passed the check
  316. decrease: 25
  317.  
  318. # When player reaches this amount of violations
  319. # on the check, he will be kicked
  320. threshold: 290
  321.  
  322. # YawRating check settings
  323. yaw_rating:
  324.  
  325. # This amount of violations will be
  326. # added if player did not pass the check
  327. increase: 21
  328.  
  329. # This amount of violations will be
  330. # removed if player has passed the check
  331. decrease: 17
  332.  
  333. # When player reaches this amount of violations
  334. # on the check, he will be kicked
  335. threshold: 86
  336.  
  337. # Fighting check settings
  338. fighting:
  339.  
  340. # This amount of violations will be
  341. # added if player did not pass the check
  342. increase: 5
  343.  
  344. # This amount of violations will be
  345. # removed if player has passed the check
  346. decrease: 2
  347.  
  348. # When player reaches this amount of violations
  349. # on the check, he will be kicked
  350. threshold: 8
  351.  
  352. # HeadMoving check settings
  353. head_moving:
  354.  
  355. # This amount of violations will be
  356. # added if player did not pass the check
  357. increase: 3
  358.  
  359. # This amount of violations will be
  360. # removed if player has passed the check
  361. decrease: 1
  362.  
  363. # When player reaches this amount of violations
  364. # on the check, he will be kicked
  365. threshold: 24
  366.  
  367. # Yaw rate required to check the player
  368. # Important thing to fix false positives when
  369. # not rotating or doing it not quick enough
  370. yaw_rate_to_check: 2.51
  371.  
  372. # If player's yaw rate goes below this value,
  373. # the attack will be flagged as suspicious
  374. min_yaw_rate: 4.38
  375.  
  376. # Maximal allowed head rotation speed
  377. rotation_speed: '36000.0F'
  378.  
  379. # Should player be checked by all the checks if no one is fighting him?
  380. # Disable this if you have false positives on this
  381. # check when fighting AFK (passive) entities/players
  382. check_outside_combat: true
  383.  
  384. # These checks will not happen if no one is hitting player
  385. # Only effective if 'check_outside_combat' is set to false
  386. # Available checks are: accuracy, aimbot, angle, killaura
  387. outside_combat_exclude: 'accuracy, killaura'
  388.  
  389. # Commands
  390. actions:
  391. 12:
  392. - reflexnotify %Player% could be combat hacking (Heuristics) (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  393. 16:
  394. - reflexaddgvl %Player% 1
  395.  
  396. # Direction check forces player to look his
  397. # view at the target before attacking it
  398. direction:
  399.  
  400. # Enable this check?
  401. enabled: true
  402.  
  403. # Player won't be kicked if his ping is higher than this value (milliseconds)
  404. lag_ping: 205
  405.  
  406. # Should Reflex cancel hits which cannot happen normally
  407. cancel_suspicious_combat: true
  408.  
  409. # How far away off an entity should player
  410. # be allowed to look to attack/hit it
  411. max_offset: 1.3
  412.  
  413. # Commands
  414. actions:
  415. 30:
  416. - reflexnotify %Player% could be combat hacking (Direction) (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  417. 40:
  418. - reflexaddgvl %Player% 1
  419.  
  420. # Fightspeed makes player wait a certain amount of
  421. # milliseconds before attacking an entity again (prevents InstantKill hacks)
  422. fightspeed:
  423.  
  424. # Enable this check?
  425. enabled: true
  426.  
  427. # Player won't be kicked if his ping is higher than this value (milliseconds)
  428. lag_ping: 215
  429.  
  430. # Minimal delay (ms) before player
  431. # will be allowed to attack again
  432. min_delay: 60
  433.  
  434. # Commands
  435. actions:
  436. 4:
  437. - reflexaddgvl %Player% 1
  438. - reflexnotify %Player% could be combat hacking (FightSpeed) (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  439.  
  440. # Reach check limits the attack distance
  441. # Prevents players from attacking entities which are too far away
  442. reach:
  443.  
  444. # Enable this check?
  445. enabled: true
  446.  
  447. # Player won't be kicked if his ping is higher than this value (milliseconds)
  448. lag_ping: 230
  449.  
  450. # Should Reflex cancel hits which cannot happen normally
  451. cancel_suspicious_combat: true
  452.  
  453. # How far away should players be allowed to reach
  454. max_reach: 3.4
  455.  
  456. # If player has failed reach only a few times, hit won't be cancelled
  457. # This is the minimal amount of violations required for Reflex to cancel hits
  458. violations_to_cancel: 5
  459.  
  460. # Commands
  461. actions:
  462. 29:
  463. - reflexnotify %Player% could be combat hacking (Reach) (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  464. 34:
  465. - reflexaddgvl %Player% 1
  466.  
  467. # FastSwitch measures the delay between switching targets
  468. # for stopping players from using MultiAura
  469. fastswitch:
  470.  
  471. # Enable this check?
  472. enabled: true
  473.  
  474. # Player won't be kicked if his ping is higher than this value (milliseconds)
  475. lag_ping: 240
  476.  
  477. # Minimal delay (ms) which player have to
  478. # wait before switching his target
  479. min_delay: 20
  480.  
  481. # Commands
  482. actions:
  483. 5:
  484. - reflexaddgvl %Player% 1
  485. - reflexnotify %Player% could be combat hacking (FastSwitch) (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  486.  
  487. # This check spawns an invisible entities behind the player
  488. # It becomes visible for some seconds in combat. It's impossible
  489. # for legit player to hit those entities too many times, but
  490. # possible to for bad Killauras/Aimbots
  491. npc:
  492.  
  493. # Enable this check?
  494. enabled: true
  495.  
  496. # Player won't be kicked if his ping is higher than this value (milliseconds)
  497. lag_ping: 245
  498.  
  499. # Should NPC move away from player's line of sight if he damaged it
  500. move_on_damage: true
  501.  
  502. # Distance between player and NPC
  503. distance: '4.0F'
  504.  
  505. # Should NPC become for some time if player hits someone
  506. visible: true
  507.  
  508. # For how long time (ms) will NPC stay visible (if it's enabled over here)
  509. # after player hit an entity. 1 second contains 1000 milliseconds
  510. visible_timeout: 2750
  511.  
  512. # Should Reflex make client believe that NPC is not flying
  513. # and moving legitimately. Could prevent some bypasses
  514. fake_on_ground: true
  515.  
  516. # Make NPCs wear realistic player names and UUIDs
  517. # Disable this if you have issues with floating
  518. # nametags (nametag plugins incompatibility fix)
  519. real_player_copies: true
  520.  
  521. # Should NPCs move (fly, walk, fall down, swing arms, rotate head)
  522. movements: true
  523.  
  524. # Commands
  525. actions:
  526. 6:
  527. - reflexaddgvl %Player% 1
  528. - reflexnotify %Player% could be combat hacking (NPC) (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  529.  
  530. # Velocity forces player to move away from attacker
  531. # when he get knockback (stops player from using AntiKnockback hacks)
  532. velocity:
  533.  
  534. # Enable this check?
  535. enabled: true
  536.  
  537. # Player won't be kicked if his ping is higher than this value (milliseconds)
  538. lag_ping: 210
  539.  
  540. # Player's VL will be multiplied by this value if he will fail VerticalVelocity check
  541. vertical_multiplier: 20
  542.  
  543. # If the difference between player's previous and actual velocities
  544. # is higher or less than this value, player's VL will be increased
  545. expected_diff: 5
  546.  
  547. # Commands
  548. actions:
  549. 60:
  550. - reflexnotify %Player% could be using AntiKnockback (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  551. 70:
  552. - reflexaddgvl %Player% 1
  553.  
  554. # Criticals prevents players from doing fake critical hits by quickly
  555. # mini-hopping or sending special packets while they are actually on ground
  556. criticals:
  557.  
  558. # Enable this check?
  559. enabled: true
  560.  
  561. # Player won't be kicked if his ping is higher than this value (milliseconds)
  562. lag_ping: 235
  563.  
  564. # Should Reflex cancel false critical hits
  565. cancel_suspicious_combat: true
  566.  
  567. # Commands
  568. actions:
  569. 5:
  570. - reflexaddgvl %Player% 1
  571. - reflexnotify %Player% could be using Criticals (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
  572.  
  573. # PingSpoof hacks makes server believe that player is
  574. # lagging while he does not. Hackers can exploit this to
  575. # bypass all Reflex checks since they aren't working if
  576. # player's ping is too high. This check will prevent
  577. # cheaters from exploiting this by kicking them
  578. pingspoof:
  579.  
  580. # Enable this check?
  581. enabled: true
  582.  
  583. # If player's NMS ping (ms) is less than this value, then
  584. # he is not lagging/trying to spoof lag, so won't be checked
  585. lag_ping: 210
  586.  
  587. # How often should player be checked for ping spoofing hacks (in seconds)?
  588. check_delay: 15
  589.  
  590. # Commands
  591. actions:
  592. 1:
  593. - reflexnotify %Player% could be spoofing his ping (&fTPS &7-&f %TPS%)
  594.  
  595. # -------------------------------------------------------------------- #
  596. # MESSAGES
  597. # In this one, you can change the look
  598. # of Reflex completely, aka change it's prefix,
  599. # message sent by the plugin in different
  600. # cases, and more
  601. # -------------------------------------------------------------------- #
  602. lang:
  603.  
  604. # If player tries to perform a Reflex command, but he has no the correct permission
  605. # for it, he will receive this message
  606. no_permission: '&8(&4CheatRekker&8)&7 Insufficient permissions!'
  607.  
  608. # This message is sent when Reflex is looking for updates
  609. searching_update: '&8(&4CheatRekker&8)&7 Looking for updates...'
  610.  
  611. # This message is sent when Reflex found a new version
  612. update_avialable: '&8(&4CheatRekker&8) &c%NewVersion%&7 is out &8(&7running &c%InstalledVersion%&8)&7. Please update as soon as possible!'
  613.  
  614. # This message is sent when Reflex didn't find any updates
  615. no_updates_found: '&8(&4CheatRekker&8)&7 CheatRekker is Up to Date!'
  616.  
  617. # This message is sent when player tried to perform a command which is console only
  618. console_only: '&8(&4CheatRekker&8)&7 That command cannot be executed by players!'
  619.  
  620. # /reflexnotify notificatins format. %Message% is a message, %Sender% is a nickname of
  621. # player who sent command. If command was dispatched as console, %Sender%
  622. # will be replaced with CONSOLE
  623. notification_format: '&8(&4CheatRekker&8) &4%Sender%&8: &c%Message%'
  624.  
  625. # Format of Invalid syntax message (%s is the command syntax itself)
  626. syntax_format: "§8(§4CheatRekker§8)§7 Invalid syntax! Usage§8:§c %s"
  627.  
  628. # Player will receive this message if he will dispatch /reflexrunbanwave command
  629. running_ban_wave: '&8(&4CheatRekker&8)&c Judgement day V1 !'
  630.  
  631. # This message is sent to all online players when someone gets kicked via /reflexkick
  632. kick_broadcast: '&2%Player% &7was kicked for &4HACKING&7! Remove all your Illegal Modifications in order to not get Kicked or Banned!'
  633.  
  634. # Prefix which will be displayed when player gets kicked via /reflexkick
  635. prefix: '&8(&4CheatRekker&8)&7 '
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